US9744442B2 - Dynamic quality of service management in multiplayer gaming - Google Patents
Dynamic quality of service management in multiplayer gaming Download PDFInfo
- Publication number
- US9744442B2 US9744442B2 US13/596,022 US201213596022A US9744442B2 US 9744442 B2 US9744442 B2 US 9744442B2 US 201213596022 A US201213596022 A US 201213596022A US 9744442 B2 US9744442 B2 US 9744442B2
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- game
- player
- moment
- players
- computer
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
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- A63F13/12—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/407—Data transfer via internet
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/534—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for network load management, e.g. bandwidth optimization, latency reduction
Definitions
- the present invention relates to multiplayer gaming and more particularly to resource consumption in multiplayer gaming.
- a multiplayer video game is one which multiple players can concurrently play a game within the same gaming environment. While single player games which have dominated computer gaming pit a single player against one or more automated opponents engaging in pre-programmatic behavior, multiplayer games pit different individuals against one another, each being limited to dynamic, on the fly behavior limited by the power of human thinking. Multi-player games also often provide a game environment in which different players engage in allied competition against other players whether human or computer automated. In the latter instance, cooperative multiplayer gaming environments reflect a 21st century version of the role playing board games of the 20th century.
- multiplayer gaming environments can be supported within a single gaming console, or in a distributed fashion over a computer communications network.
- some relatively recent multiplayer gaming environments are supported by geographically remote players communicatively connected to one another over the Internet through gaming consoles, personal computers, smart phone, personal digital assistants, or any combination thereof.
- gaming consoles personal computers, smart phone, personal digital assistants, or any combination thereof.
- the virtual world in which the multiple players interact must remain consistent for all players.
- network communications bandwidth can be of real concern—particularly as a game scales in participation to thousands of simultaneous players per server.
- not all players in a massively multi-player game participate in a game activity that requires the same rate of data transmission over the Internet due to varying sensitivity of a game moment experienced by each of their respective characters. Rather, players engaged in a highly sensitive game moment of a massively multi-player game may require increased resource consumption such as higher network bandwidth, whilst players engaged in a low sensitivity game moment may require only a minimum of resource consumption.
- highly sensitive game moments of a massively multi-player game include when an “enemy” or “opposing player” becomes virtually proximate in virtual portion of a virtual world requiring an action on behalf of the player.
- Another highly sensitive game moment can include when different players coordinate with one another in a group activity such as a “a group raid” which involves excellent timing and coordination.
- a character of a player may enter a virtual portion of a virtual world rife with traps or active elements able to endanger the character.
- a low sensitivity moment may include a character merely casually moving about in a virtual portion of a virtual world lacking a density of traps or active elements.
- Embodiments of the present invention address deficiencies of the art in respect to multi-player gaming and provide a novel and non-obvious method, system and computer program product for dynamic quality of service (QoS) management for multi-player gaming.
- QoS quality of service
- a method for dynamic QoS management for multi-player gaming includes monitoring a multi-player game and detecting a game moment for a game player in the multi-player game.
- the method also includes determining a degree of sensitivity for the game moment and enhancing access to a computing resource of the game player in response to determining the game moment to be highly sensitive.
- the method additionally includes detecting a subsequent game moment for the game player in the multi-player game, determining a degree of sensitivity for the subsequent game moment, and reducing access to the computing resource of the game player in response to determining the game moment to be less sensitive.
- a multi-player gaming system is configured for dynamic QoS management.
- the system includes a host computing system that includes at least one computer with memory and at least one processor and a game server executing in the memory of the host computing system and sustaining a multi-player game in which different players play from different computers over a computer communications network.
- the system also includes a QoS management module executing in memory of a computer and monitoring the multi-player game.
- the module includes computer program code enabled during execution in the memory of the computer to detect a game moment for a game player in the multi-player game, to determine a degree of sensitivity for the game moment, and to enhance access to a computing resource of the game player in response to determining the game moment to be highly sensitive.
- the game moment is determined to be highly sensitive when the game player is poised to engage in a coordinated attack.
- the game moment is determined to be highly sensitive when the game player is in proximity of an enemy.
- FIG. 1 is a pictorial illustration of a process for dynamic QoS management for multi-player gaming
- FIG. 2 is a schematic illustration of a multi-player gaming data processing system configured for dynamic QoS management
- FIG. 3 is a flow chart illustrating a process for dynamic QoS management for multi-player gaming.
- Embodiments of the invention provide for dynamic QoS management for multi-player gaming.
- a multi-player game can be established in memory of a host computing system communicatively coupling together different players corresponding to respectively different characters in the multi-player game.
- One or more different highly sensitive game moments can be defined for the multi-player game.
- access to a computing resource to support the activities of the character can be enhanced. For example, additional memory can be allocated for use in supporting the activities of the character, increased processor usage can be allocated for use in supporting the activities of the character, or increased network bandwidth can be allocated for use in supporting the activities of the character.
- FIG. 1 is a pictorial illustration of a process for dynamic QoS management for multi-player gaming.
- different game players 110 through respective computers 170 and communications links 160 a multi-player game hosted by a game server 120 .
- the participation of each game player 110 in the multi-player game can be regulated according to a corresponding game map 130 which provides a visualization to the corresponding game player 110 of the location and movement of the game player 110 in the multi-player game.
- the ability of game players 110 to individually perform optimally in the multi-player game can depend upon access to computing resources provided to the game players 110 at any given time, including access to bandwidth in the communications links 160 , access to memory and processor resources in either the computers 170 or the game server 120 , and the responsiveness of the game server 120 to the requests of the game players 110 .
- Dynamic QoS management logic 150 can manage the access to computing resources provided to the game players 110 .
- the QoS management logic 150 can refer to the movements of the game players 110 in the multi-player game and can compare different moments for each of the different game players 110 in the multi-player game to entries in a table of game sensitive moments 140 .
- the table of game sensitive moments 140 can include an aggregation of pre-determined game moments of high sensitivity.
- the dynamic QoS management logic 150 can provide enhanced access to computing resources for the game player 110 , such as enhanced bandwidth, increased memory or processing cycles, or priorities responsiveness in the game server 120 to requests from the game player 110 .
- the dynamic QoS management logic 150 can provide reduced access to computing resources for the game player 110 .
- FIG. 2 schematically shows a multi-player gaming data processing system configured for dynamic QoS management.
- the system can include a host computing system 250 that includes one or more computers each with memory and at least one processor.
- the host computing system 250 can support the operation of a game server 270 configured to generate and manage a multi-player game 260 in which different game players interact collaboratively or adversely as the case may be.
- different client computers 210 can be communicatively coupled to the game sever 270 over computer communications network 220 , each hosting an operating system 230 supporting the execution of a game client 240 through which a respective one of the game players interacts with others of the game players in the multi-player game 260 .
- a QoS management module 300 can be coupled to either or both of the game server 270 and one or more of the game clients 240 .
- the QoS management module 300 can include program code that when executed in memory of a computer can be enabled to monitor game moments for respectively different game players in the multi-player game 260 to determine whether or not the game moments are of high sensitivity.
- the program code of the QoS management module 300 can be enabled to apply one or more rules 270 to enhance access to computing resources for the game player—for example, by enhancing network bandwidth available to the game player, by prioritizing data transmitted to and from the game player, by increasing memory available to the game player either within a corresponding one of the client computers 210 or in the host computing system 270 , by increasing central processor unit (CPU) cycles available to the game player either within a corresponding one of the client computers 210 or in the host computing system 270 , or by prioritizing request handling in the game server 270 for requests from the game player.
- rules 270 to enhance access to computing resources for the game player—for example, by enhancing network bandwidth available to the game player, by prioritizing data transmitted to and from the game player, by increasing memory available to the game player either within a corresponding one of the client computers 210 or in the host computing system 270 , by increasing central processor unit (CPU) cycles available to the game player either within a corresponding one of the client computers 210 or in the
- FIG. 3 is a flow chart illustrating a process for dynamic QoS management for multi-player gaming.
- a programmatic link can be established with a game hosted by the game server on behalf of one or more game players.
- one or more game moment rules can be loaded into memory each indicating a resource modification that is to result in consequence of a detected game moment of a particular sensitivity.
- the rules additionally can provide a manner in which to determine a degree of sensitivity for a game moment. For instance, a table can be consulted mapping game moments to a particular degree of sensitivity. As another example, a table can be consulted mapping a game moment to a specific modification of a specific resource for the benefit of the game players implicated by the game moment.
- the events of the game can be monitored to detect a game moment.
- the rules can specify whether or not the detected game moment warrants an adjustment to one or more resources for the implicated game players.
- the rules can first rate the game moment to specify a degree of sensitivity and then, if the degree of sensitivity warrants, the rules can specify an adjustment to one or more resources for the implicated game players.
- decision block 360 if the application of the rules provide that an adjustment to one or more resources for the implicated game players is warranted, in block 370 those resources can be adjusted. Thereafter, the process can return to block 330 .
- aspects of the present invention may be embodied as a system, method or computer program product. Accordingly, aspects of the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment (including firmware, resident software, micro-code, etc.) or an embodiment combining software and hardware aspects that may all generally be referred to herein as a “circuit,” “module” or “system.” Furthermore, aspects of the present invention may take the form of a computer program product embodied in one or more computer readable medium(s) having computer readable program code embodied thereon.
- the computer readable medium may be a computer readable signal medium or a computer readable storage medium.
- a computer readable storage medium may be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any suitable combination of the foregoing.
- a computer readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
- a computer readable signal medium may include a propagated data signal with computer readable program code embodied therein, for example, in baseband or as part of a carrier wave. Such a propagated signal may take any of a variety of forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof.
- a computer readable signal medium may be any computer readable medium that is not a computer readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
- Program code embodied on a computer readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, radiofrequency, and the like, or any suitable combination of the foregoing.
- Computer program code for carrying out operations for aspects of the present invention may be written in any combination of one or more programming languages, including an object oriented programming language and conventional procedural programming languages. The program code may execute entirely on the user's computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer and partly on a remote computer or entirely on the remote computer or server.
- the remote computer may be connected to the user's computer through any type of network, including a local area network (LAN) or a wide area network (WAN), or the connection may be made to an external computer (for example, through the Internet using an Internet Service Provider).
- LAN local area network
- WAN wide area network
- Internet Service Provider an Internet Service Provider
- each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which comprises one or more executable instructions for implementing the specified logical function(s). It should also be noted that, in some alternative implementations, the functions noted in the block may occur out of the order noted in the figures.
- each block of the flowchart illustrations and/or block diagrams, and combinations of blocks in the flowchart illustrations and/or block diagrams can be implemented by computer program instructions.
- These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, create means for implementing the functions/acts specified in the flowchart and/or block diagram block or blocks.
- These computer program instructions may also be stored in a computer readable medium that can direct a computer, other programmable data processing apparatus, or other devices to function in a particular manner, such that the instructions stored in the computer readable medium produce an article of manufacture including instructions which implement the function/act specified in the flowchart and/or block diagram block or blocks.
- the computer program instructions may also be loaded onto a computer, other programmable data processing apparatus, or other devices to cause a series of operational steps to be performed on the computer, other programmable apparatus or other devices to produce a computer implemented process such that the instructions which execute on the computer or other programmable apparatus provide processes for implementing the functions/acts specified in the flowchart and/or block diagram block or blocks.
Abstract
Description
Claims (14)
Priority Applications (2)
Application Number | Priority Date | Filing Date | Title |
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US13/596,022 US9744442B2 (en) | 2012-08-27 | 2012-08-27 | Dynamic quality of service management in multiplayer gaming |
US15/675,734 US10238971B2 (en) | 2012-08-27 | 2017-08-12 | Dynamic quality of service management in multiplayer gaming |
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US13/596,022 US9744442B2 (en) | 2012-08-27 | 2012-08-27 | Dynamic quality of service management in multiplayer gaming |
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US15/675,734 Continuation US10238971B2 (en) | 2012-08-27 | 2017-08-12 | Dynamic quality of service management in multiplayer gaming |
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US20140057723A1 US20140057723A1 (en) | 2014-02-27 |
US9744442B2 true US9744442B2 (en) | 2017-08-29 |
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US15/675,734 Active 2032-09-28 US10238971B2 (en) | 2012-08-27 | 2017-08-12 | Dynamic quality of service management in multiplayer gaming |
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US9327193B2 (en) * | 2008-06-27 | 2016-05-03 | Microsoft Technology Licensing, Llc | Dynamic selection of voice quality over a wireless system |
CN109011568B (en) * | 2018-08-24 | 2020-02-14 | 苏州玩友时代科技股份有限公司 | Game map distribution method and system |
CN111240544B (en) * | 2020-01-06 | 2020-11-24 | 腾讯科技(深圳)有限公司 | Data processing method, device and equipment for virtual scene and storage medium |
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US20140057723A1 (en) | 2014-02-27 |
US20170340970A1 (en) | 2017-11-30 |
US10238971B2 (en) | 2019-03-26 |
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